Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.
ID HAIRMATERIAL_LIGHTING_SPECULAR_BLEND
Element Information
Sample Code
Example code for the id HAIRMATERIAL_LIGHTING_SPECULAR_BLEND in Mhairmaterial
Note that this is not the actual code from the Mhairmaterial file.
This code is just an example to show you how to add a similar control to your own description.
Resource File Code (Mhairmaterial.res)
LONG HAIRMATERIAL_LIGHTING_SPECULAR_BLEND
{
CYCLE
{ HAIRMATERIAL_BLENDMODE_AVERAGE;
HAIRMATERIAL_BLENDMODE_NORMAL;
HAIRMATERIAL_BLENDMODE_MULTIPLY;
HAIRMATERIAL_BLENDMODE_SCREEN;
HAIRMATERIAL_BLENDMODE_DARKEN;
HAIRMATERIAL_BLENDMODE_LIGHT;
HAIRMATERIAL_BLENDMODE_DIFFERENCE;
HAIRMATERIAL_BLENDMODE_NEGATIVE;
HAIRMATERIAL_BLENDMODE_EXCLUSION;
HAIRMATERIAL_BLENDMODE_OVERLAY;
HAIRMATERIAL_BLENDMODE_HARDLIGHT;
HAIRMATERIAL_BLENDMODE_SOFTLIGHT;
HAIRMATERIAL_BLENDMODE_DODGE;
HAIRMATERIAL_BLENDMODE_BURN;
HAIRMATERIAL_BLENDMODE_REFLECT;
HAIRMATERIAL_BLENDMODE_GLOW;
HAIRMATERIAL_BLENDMODE_FREEZE;
HAIRMATERIAL_BLENDMODE_HEAT;
HAIRMATERIAL_BLENDMODE_ADD;
HAIRMATERIAL_BLENDMODE_SUB;
HAIRMATERIAL_BLENDMODE_STAMP;
HAIRMATERIAL_BLENDMODE_XOR;
HAIRMATERIAL_BLENDMODE_HUE;
HAIRMATERIAL_BLENDMODE_SATURATION;
HAIRMATERIAL_BLENDMODE_LUMINANCE;
HAIRMATERIAL_BLENDMODE_RED;
HAIRMATERIAL_BLENDMODE_GREEN;
HAIRMATERIAL_BLENDMODE_BLUE;
HAIRMATERIAL_BLENDMODE_OVERWRITE;
HAIRMATERIAL_BLENDMODE_LEVR;
}
}
Header File Code (Mhairmaterial.h)
#ifndef MHAIRMATERIAL_H__
#define MHAIRMATERIAL_H__
enum
{
HAIRMATERIAL_LIGHTING_SPECULAR_BLEND = 1000, //First ID should start at 1000
HAIRMATERIAL_BLENDMODE_AVERAGE = 1,
HAIRMATERIAL_BLENDMODE_NORMAL = 2,
HAIRMATERIAL_BLENDMODE_MULTIPLY = 3,
HAIRMATERIAL_BLENDMODE_SCREEN = 4,
HAIRMATERIAL_BLENDMODE_DARKEN = 5,
HAIRMATERIAL_BLENDMODE_LIGHT = 6,
HAIRMATERIAL_BLENDMODE_DIFFERENCE = 7,
HAIRMATERIAL_BLENDMODE_NEGATIVE = 8,
HAIRMATERIAL_BLENDMODE_EXCLUSION = 9,
HAIRMATERIAL_BLENDMODE_OVERLAY = 10,
HAIRMATERIAL_BLENDMODE_HARDLIGHT = 11,
HAIRMATERIAL_BLENDMODE_SOFTLIGHT = 12,
HAIRMATERIAL_BLENDMODE_DODGE = 13,
HAIRMATERIAL_BLENDMODE_BURN = 14,
HAIRMATERIAL_BLENDMODE_REFLECT = 15,
HAIRMATERIAL_BLENDMODE_GLOW = 16,
HAIRMATERIAL_BLENDMODE_FREEZE = 17,
HAIRMATERIAL_BLENDMODE_HEAT = 18,
HAIRMATERIAL_BLENDMODE_ADD = 19,
HAIRMATERIAL_BLENDMODE_SUB = 20,
HAIRMATERIAL_BLENDMODE_STAMP = 21,
HAIRMATERIAL_BLENDMODE_XOR = 22,
HAIRMATERIAL_BLENDMODE_HUE = 23,
HAIRMATERIAL_BLENDMODE_SATURATION = 24,
HAIRMATERIAL_BLENDMODE_LUMINANCE = 25,
HAIRMATERIAL_BLENDMODE_RED = 26,
HAIRMATERIAL_BLENDMODE_GREEN = 27,
HAIRMATERIAL_BLENDMODE_BLUE = 28,
HAIRMATERIAL_BLENDMODE_OVERWRITE = 29,
HAIRMATERIAL_BLENDMODE_LEVR = 30,
};
#endif // MHAIRMATERIAL_H__
String File Code (Mhairmaterial.str)
// C4D-StringResource
// Identifier Text
STRINGTABLE
{
HAIRMATERIAL_LIGHTING_SPECULAR_BLEND "Blend";
HAIRMATERIAL_BLENDMODE_AVERAGE "Average";
HAIRMATERIAL_BLENDMODE_NORMAL "Normal";
HAIRMATERIAL_BLENDMODE_MULTIPLY "Multiply";
HAIRMATERIAL_BLENDMODE_SCREEN "Screen";
HAIRMATERIAL_BLENDMODE_DARKEN "Darken";
HAIRMATERIAL_BLENDMODE_LIGHT "Lighten";
HAIRMATERIAL_BLENDMODE_DIFFERENCE "Difference";
HAIRMATERIAL_BLENDMODE_NEGATIVE "Negative";
HAIRMATERIAL_BLENDMODE_EXCLUSION "Exclusion";
HAIRMATERIAL_BLENDMODE_OVERLAY "Overlay";
HAIRMATERIAL_BLENDMODE_HARDLIGHT "HardLight";
HAIRMATERIAL_BLENDMODE_SOFTLIGHT "SoftLight";
HAIRMATERIAL_BLENDMODE_DODGE "Dodge";
HAIRMATERIAL_BLENDMODE_BURN "Burn";
HAIRMATERIAL_BLENDMODE_REFLECT "Reflect";
HAIRMATERIAL_BLENDMODE_GLOW "Glow";
HAIRMATERIAL_BLENDMODE_FREEZE "Freeze";
HAIRMATERIAL_BLENDMODE_HEAT "Heat";
HAIRMATERIAL_BLENDMODE_ADD "Add";
HAIRMATERIAL_BLENDMODE_SUB "Subtract";
HAIRMATERIAL_BLENDMODE_STAMP "Stamp";
HAIRMATERIAL_BLENDMODE_XOR "Xor";
HAIRMATERIAL_BLENDMODE_HUE "Hue";
HAIRMATERIAL_BLENDMODE_SATURATION "Saturation";
HAIRMATERIAL_BLENDMODE_LUMINANCE "Luminance";
HAIRMATERIAL_BLENDMODE_RED "Red";
HAIRMATERIAL_BLENDMODE_GREEN "Green";
HAIRMATERIAL_BLENDMODE_BLUE "Blue";
HAIRMATERIAL_BLENDMODE_OVERWRITE "Overwrite";
HAIRMATERIAL_BLENDMODE_LEVR "Levr";
}